I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
I set the damage effect to be the final effect on the Launch Missile effect, and that works. Also, I removed any reference to the damage effect from the attack actors, even the beam, and both still function properly.
Using the final is a workaround, though and I don't understand why I cant do damage on the impact?
If you want the beam and missile to sync up, remove the damage effect from the set and add it to the impact of the missile. Make sure the missile's actor receives this change as well. I'm not 100%, but that should work.
I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
Thanks, but no, the missle does not show when you target a unit - only the beam does. It only appears when targetting a point, although I use "target unit/point". I need the missile to appear when targetting units also
EDIT: I tried adding my missile launch to the set, and it worked almsot the way I wanted. However, the beam is instant, does damage to target, and the missile won't reach the target until the second after. The effect I am looking for is for the beam to appear when the missile reach the target.
Before I started to work on the missile the beam wasn't instant, but appeared only when the search area detected a unit.
There are a coupple of other issues with the ability also that you might want to know of, or test with the original tutorial beam/missile (since my variant might be a little off).
1. The aim precision is awful - if there are two units right beside one another, and you target one of them, it will just as well hit the other one.
I believe I fixed this by chagning the range of the search area to 0.1 instead of 1. Correct?
2. If you aim right between two units, sometimes, the search area hits both and the effect appears on both of them.
This could also have to do with the radius of the search area? The number of targets should be limited to 1, though. Could I been missing some setting for this?
3. The missile travels along ground and does not collide with cliffs or anything but targettable units. It will travel down and up a cliff, which looks strange. Optimally, a missle should go is past any downward cliff and colllide with any upward cliff (or ramp), I think, and playing the proper impact effect.
This is about tweaking - do you think it's possible?
4. If your caster unit is moving when the missile launches, it will launch in the oposite direction. Not sure if this also applies to the persistent, though.
As a side note, I'm not meaning to critize, just help out.
I'm using both a missle and a beam, having the beam appear only when you hit a unit with the ability. For some reason there is no longer any damage done. This bug appeared when I got the missile dummy to work and I fail to see how those coudl have anything to do with another.
I'm taking a good long look at what I've done so far, trying to understand what went wrong where. It might be obvious to you, though, if you'd be so kind and take a look at my current setup in the data editor.
EDIT: sorry - the damage DOES apply .. I fixed that. But the missle doesnt appear when targetting units, only when targetting points. That's the problem
I also took the necessary steps in your reply post on how to change from missle to beam. However, my beam still appears upon impact (which is not an issue), and the missile only appears when targetting units. Do I need a second miss-actor?
Edit: I've tried a damage dummy and a seperate missile action actor, with events and launch effect accordingly, but the missile doesn't appear. Could you explain step by step how to set it up and more importanly - why?
I woudl be grateful, and would try out your long range variant also :P
It seems to work as intended now. I had my set (apply buff- and do damage-effects) in the expire field of the first persistent I made. I set expire to the remove buff as you suggested. I never had a set for the remvoe buff and damage dummy. I have toyed aroudn with the Data editor some and goind to take a long look at this .. to be frank I don't udnerstand all of it. Why, for isntnace, do I need a damage dummy?
Thanks again, btw - and to give you some constructive feedback - more explanations of what each step int e tutorial does, would help. It also wouldn't hurt to learn that your ability needs to use the first persistent as effect - effect.
I'm moving on to trying out missles instead of beams, and try the longer range variant for you. I'll Let you know of my progress :)
PS. I will also attempt at making several validators that tells the missle to affect certain units with buffs, but still moves through them - while some units will collide with the missle and take damage .. but first sthings first.
Thanks a lot for taking your time and checking out the problem in my map. It works - although when the Spear Contact buff is applied to caster, the ability cease to function. Do I really need 3 persistents and the buff, still?
PS. thanks - it's a placeholder map though, but I'll like to repeat the terrain concept .. orange fog, green/grey rocks and blue details looks nice I think.
Sorry for not responding for so long guys. In answer to the 'miss' questions, another value needs to be set, which I forgot to list, which causes your beams to produce the effect Nahotnoj described when left unaltered. I have updated the first post with the missing value.
I am also going to add an 'alternative method' to the first post for long range abilities.
Good to see you're back! For us who have already doen the tutorial - what other value needs to be set?
About the lon range alternative, shouldn't this replace the original method.. 'cos it's better?
Update:
I found it under "fun additions" and tried it out. It doesnt work for me. Should my ability use the search behavior? My ability is called "spear" Thanks
Thanks for the tutorial. I've tried to create an ability to this. The problem is that the beam only appears if I target a unit. The ability is named Spear and it calls the Shoot (Search Area) effect. What do you think is missing? If you would take a look at my map I wuld be grateful - thanks in advance
I set the damage effect to be the final effect on the Launch Missile effect, and that works. Also, I removed any reference to the damage effect from the attack actors, even the beam, and both still function properly.
Using the final is a workaround, though and I don't understand why I cant do damage on the impact?
I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
Thanks, but no, the missle does not show when you target a unit - only the beam does. It only appears when targetting a point, although I use "target unit/point". I need the missile to appear when targetting units also
EDIT: I tried adding my missile launch to the set, and it worked almsot the way I wanted. However, the beam is instant, does damage to target, and the missile won't reach the target until the second after. The effect I am looking for is for the beam to appear when the missile reach the target.
Before I started to work on the missile the beam wasn't instant, but appeared only when the search area detected a unit.
There are a coupple of other issues with the ability also that you might want to know of, or test with the original tutorial beam/missile (since my variant might be a little off).
1. The aim precision is awful - if there are two units right beside one another, and you target one of them, it will just as well hit the other one. I believe I fixed this by chagning the range of the search area to 0.1 instead of 1. Correct?
2. If you aim right between two units, sometimes, the search area hits both and the effect appears on both of them. This could also have to do with the radius of the search area? The number of targets should be limited to 1, though. Could I been missing some setting for this?
3. The missile travels along ground and does not collide with cliffs or anything but targettable units. It will travel down and up a cliff, which looks strange. Optimally, a missle should go is past any downward cliff and colllide with any upward cliff (or ramp), I think, and playing the proper impact effect. This is about tweaking - do you think it's possible?
4. If your caster unit is moving when the missile launches, it will launch in the oposite direction. Not sure if this also applies to the persistent, though.
As a side note, I'm not meaning to critize, just help out.
Cool, thanks. I havn't been able to solve it
I'm using both a missle and a beam, having the beam appear only when you hit a unit with the ability. For some reason there is no longer any damage done. This bug appeared when I got the missile dummy to work and I fail to see how those coudl have anything to do with another.
I'm taking a good long look at what I've done so far, trying to understand what went wrong where. It might be obvious to you, though, if you'd be so kind and take a look at my current setup in the data editor.
EDIT: sorry - the damage DOES apply .. I fixed that. But the missle doesnt appear when targetting units, only when targetting points. That's the problem
I got the missile to work, following a very basic tutorial from Riley: http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
I also took the necessary steps in your reply post on how to change from missle to beam. However, my beam still appears upon impact (which is not an issue), and the missile only appears when targetting units. Do I need a second miss-actor?
Edit: I've tried a damage dummy and a seperate missile action actor, with events and launch effect accordingly, but the missile doesn't appear. Could you explain step by step how to set it up and more importanly - why? I woudl be grateful, and would try out your long range variant also :P
It seems to work as intended now. I had my set (apply buff- and do damage-effects) in the expire field of the first persistent I made. I set expire to the remove buff as you suggested. I never had a set for the remvoe buff and damage dummy. I have toyed aroudn with the Data editor some and goind to take a long look at this .. to be frank I don't udnerstand all of it. Why, for isntnace, do I need a damage dummy?
Thanks again, btw - and to give you some constructive feedback - more explanations of what each step int e tutorial does, would help. It also wouldn't hurt to learn that your ability needs to use the first persistent as effect - effect.
I'm moving on to trying out missles instead of beams, and try the longer range variant for you. I'll Let you know of my progress :)
PS. I will also attempt at making several validators that tells the missle to affect certain units with buffs, but still moves through them - while some units will collide with the missle and take damage .. but first sthings first.
Thanks a lot for taking your time and checking out the problem in my map. It works - although when the Spear Contact buff is applied to caster, the ability cease to function. Do I really need 3 persistents and the buff, still?
PS. thanks - it's a placeholder map though, but I'll like to repeat the terrain concept .. orange fog, green/grey rocks and blue details looks nice I think.
Good to see you're back! For us who have already doen the tutorial - what other value needs to be set? About the lon range alternative, shouldn't this replace the original method.. 'cos it's better?
Update:
I found it under "fun additions" and tried it out. It doesnt work for me. Should my ability use the search behavior? My ability is called "spear" Thanks
Thanks for the tutorial. I've tried to create an ability to this. The problem is that the beam only appears if I target a unit. The ability is named Spear and it calls the Shoot (Search Area) effect. What do you think is missing? If you would take a look at my map I wuld be grateful - thanks in advance